コード例 #1
0
ファイル: Audio.cpp プロジェクト: tungsteen/Urho3D
void Audio::MixOutput(void* dest, unsigned samples)
{
    if (!playing_ || !clipBuffer_)
    {
        memset(dest, 0, samples * sampleSize_ * SAMPLE_SIZE_MUL);
        return;
    }

    while (samples)
    {
        // If sample count exceeds the fragment (clip buffer) size, split the work
        unsigned workSamples = Min(samples, fragmentSize_);
        unsigned clipSamples = workSamples;
        if (stereo_)
            clipSamples <<= 1;

        // Clear clip buffer
        int* clipPtr = clipBuffer_.Get();
        memset(clipPtr, 0, clipSamples * sizeof(int));

        // Mix samples to clip buffer
        for (PODVector<SoundSource*>::Iterator i = soundSources_.Begin(); i != soundSources_.End(); ++i)
        {
            SoundSource* source = *i;

            // Check for pause if necessary
            if (!pausedSoundTypes_.Empty())
            {
                if (pausedSoundTypes_.Contains(source->GetSoundType()))
                    continue;
            }

            source->Mix(clipPtr, workSamples, mixRate_, stereo_, interpolation_);
        }
        // Copy output from clip buffer to destination
#ifdef __EMSCRIPTEN__
        float* destPtr = (float*)dest;
        while (clipSamples--)
            *destPtr++ = (float)Clamp(*clipPtr++, -32768, 32767) / 32768.0f;
#else
        short* destPtr = (short*)dest;
        while (clipSamples--)
            *destPtr++ = (short)Clamp(*clipPtr++, -32768, 32767);
#endif
        samples -= workSamples;
        ((unsigned char*&)dest) += sampleSize_ * SAMPLE_SIZE_MUL * workSamples;
    }
}
コード例 #2
0
ファイル: Audio.cpp プロジェクト: tungsteen/Urho3D
void Audio::UpdateInternal(float timeStep)
{
    URHO3D_PROFILE(UpdateAudio);

    // Update in reverse order, because sound sources might remove themselves
    for (unsigned i = soundSources_.Size() - 1; i < soundSources_.Size(); --i)
    {
        SoundSource* source = soundSources_[i];

        // Check for pause if necessary; do not update paused sound sources
        if (!pausedSoundTypes_.Empty())
        {
            if (pausedSoundTypes_.Contains(source->GetSoundType()))
                continue;
        }

        source->Update(timeStep);
    }
}